This environment was created as part of a tutorial from 3D College on implementing PCG (Procedural Content Generation) in Unreal Engine. While the course focused mainly on PCG for foliage, I took the opportunity to expand on the system and develop my own PCG setup for stone debris, adding another layer of procedural detail to the scene.
I also relied on Unreal’s built-in modeling tools throughout the environment’s creation. Having used them in past projects, I was already familiar with their workflow, but this time they became even more valuable, as I had recently lost access to my software licenses. Despite the challenge, working directly within Unreal allowed for a streamlined and efficient approach to environment construction.
Additionally, I incorporated Chaos system for some of the structural pieces, a method that wasn’t covered in the course but proved to be a great addition. Alongside this, I experimented with tessellation and the Nanite terrain system, further pushing the visual and technical fidelity of the project. The learning process was incredibly insightful, leading me to refine my personal documentation and further explore PCG’s potential for faster, more dynamic environment creation.
This project reinforced valuable technical workflows while allowing me to push beyond the tutorial's scope to develop new solutions.